Automatic Expressive Deformations for Stylizing Motion

Total Page:16

File Type:pdf, Size:1020Kb

Automatic Expressive Deformations for Stylizing Motion Automatic Expressive Deformations for Stylizing Motion Paul Noble* and Wen Tang† School of Computing, University of Teesside Figure 1: A run cycle. Above: before. Below: after expressive deformations have been applied. Abstract 3D computer animation often struggles to compete with the flexibility and expressiveness commonly found in traditional animation, particularly when rendered non-photorealistically. We present an animation tool that takes skeleton-driven 3D computer animations and generates expressive deformations to the character geometry. The technique is based upon the cartooning and animation concepts of ‘lines of action’ and ‘lines of motion’ and automatically infuses computer animations with some of the expressiveness displayed by traditional animation. Motion and pose-based expressive deformations are generated from the motion data and the character geometry is warped along each limb’s individual line of motion. The effect of this subtle, yet significant, warping is twofold: geometric inter-frame consistency is increased which helps create visually smoother animated sequences, and the warped geometry provides a novel solution to the problem of implied motion in non-photorealistic still images. CR Categories: I.3.7 [Computer Graphics]: Animation; I.3.5 [Computer Graphics]: Curve, surface, solid, and object representations Figure 2: Examples of expressive limb deformations in Keywords: expressive deformations, cartoon animation, non- cartoons. © Hart (top) [Hart 1997]. (Used with permission.) photorealistic rendering, stylizing motion and joints can be broken [Williams 2001] if it makes for a more 1 Introduction appealing image or dynamic motion. As a result, the limbs of hand-crafted animated characters (both pencil and computer- Traditional animators have always had a rather flexible view of generated) are often distorted to accentuate a motion or imply an bone structure. An understanding of anatomy is crucial but of emotion (see figure 2). Our aim is to mimic these distortions in paramount importance are the fundamental principles of order to imbue 3D character animations with a degree of the traditional animation [Thomas and Johnston 1981; Lasseter 1987], expressiveness and fluidity found in traditional animation. which maintain that bones are there to be squashed and stretched, Commonly seen in 2D animation, and now becoming more *e-mail: [email protected] common in 3D, the primary cause of these distortions is the use of †e-mail: [email protected] what animators and cartoonists refer to as ‘Motion Lines’ and ‘Action Lines’ [Lee and Buscema 1978; Hart 1994; Hart 1997; Blair 1994; White 1986; Brooks and Pilcher 2001]. Action Lines are “the basis for rhythm, simplicity, and directness in animation.” [Blair 1994]. As can be seen in figure 3, these two types of line are closely related and are typically drawn as smooth curves or arcs. They are used by artists as a visual aid to add dynamism and maintain consistency of motion between frames. It is far easier to animate a few curves and have a character follow them than it is capture to cartoons themselves [Bregler et al. 2002]. The motion- capturing of cartoons allows the work of master animators to be retargeted to 3D models. The inherent drawback of this technique is that no new animation is actually created and there is a finite supply of suitable source material. The creation of a coherent piece of animation based upon the retargeted sequences of old films would be almost impossible. The most recent work on CG cartoon animation involves applying an inverted Laplacian of a Gaussian filter to a motion signal [Wang et al. 2006] to automatically generate three of the principles of traditional animation; anticipation, exaggeration, and follow-through. This elegant technique produces excellent results for a range of animations but on more complex character animations can lead to excessive changes in the motion data. Exaggerating the motion of animations that contain interacting characters may be so fundamentally altered that they no longer work. For example, an animated punch could, after filtering, no longer land on its intended target. Figure 3: Lines of action and motion. Perhaps the biggest challenge facing many 3D computer © Hart [Hart 1997]. (Used with permission.) animators attempting to produce cartoon-style animations is the fact that most hand-drawn characters simply cannot be modelled to animate every joint. The action line is often thought of as an in 3D. Traditional animators distort their characters to maximize extension of the spine and, in traditional animation, indicates the their aesthetic appeal depending on the direction from which they overall pose and direction of a character. Closely related to action are being viewed but a single 3D model cannot encompass all of lines, motion lines indicate “the direction of the most accentuated the possible distortions required. To avoid the need for a new movement of the pose.” [Hart 1997]. When applied to the motion model for each new viewpoint, it is possible to deform a single of humanoid characters, these motion lines usually define the model depending on the current direction of view [Rademacher motion of the limbs and, whether consciously or subconsciously, 1999]. Several deformed models, each linked to a different key often lead to the distortion of these limbs in the final illustration viewpoint can be used to warp a base model. At each frame of an (see figures 2 and 3). animation the base geometry is distorted by interpolating these key deformations to produce geometry unique to a particular Whereas an artist can intuitively add deformations to a hand- viewpoint. This technique produces excellent expressive drawn character, the anatomy of most 3D computer-generated distortions of animated characters but the initial modelling work is characters is more rigid and, rather than a loose sketch of a highly labour-intensive and is also character-specific. Tools can skeleton, animators work with virtual joints and bones. These be provided to assist the animator with the task of creating the key skeletal structures incorporate transformation restrictions based on deformations directly from drawings [Li et al. 2003]. Again, this reality: joints have rotation limits, bones have fixed lengths, and technique relies heavily on the animator creating the distortions the associated geometry of the character must follow these rules. and, furthermore, alters the underlying skeletal animation. In this respect, skeleton-driven computer animation struggles to compete with the flexibility and expressiveness of traditional Another problem encountered when trying to produce cartoon- hand-drawn animation. style animations is how to imply motion in a non-photorealistic still image without using motion blur. Simulating motion blur in In this paper, we present an animation tool that dynamically photorealistic animations is a relatively simple matter [Potmesil deforms the limbs of computer-generated characters based on the and Chakravarty 1983] but these techniques can rarely be used pose and motion of their virtual bones. Our aim is to enable with Non-Photorealistic Renderings. Traditional animators and computer animators to quickly add a layer of expressiveness to an cartoonists use many visual cues and techniques to convey the animation and possible applications include use in the computer motion of objects [Blair 1994; White 1986; Brooks and Pilcher games industry or as a tool for creative animators. 2001]. Speed-lines, after-images, and jagged distortions have been applied successfully in computer graphics [Kawagishi et al. 2003; 2 Related Work Hsu and Lee 1994; Lake et al. 2000; Strothotte et al. 1994] but the deformation of the whole object can also imply motion. As clearly With non-photorealistic rendering (NPR) techniques maturing, illustrated by the tennis racket in the third frame of the lower interest in non-realistic and expressive computer graphics has sequence in figure 2, the exaggerated distortion of the racket increased in recent years as 3D computer animators look to the shows its velocity and implies its motion. This aspect of implied world of traditional animation for inspiration and understanding motion in traditional animation, which has been largely [Strothotte and Schlechtweg 2002; Chenney et al. 2002]]. The overlooked until now, is reflected in our expressive animation techniques used in traditional animation are just as relevant to system. computer animation [Lasseter 1987] but many of these principles and practices are so closely tied to their medium that transferring 3 Overview from pen-and-ink to computer graphics is not always a straight- forward matter. The following sections describe a tool that dynamically bends the limbs of computer-generated animated characters to create the A direct method for infusing computer animation with the appearance of a more stylized motion. Our algorithm first expressiveness commonly found in cartoons is to apply motion- determines prospective ‘motion-lines’ based on the key-framed e e e e Figure 4: A Walk Cycle. Top: traditionally animated © White [White 1986]. (Used with permission.) Middle: reproduced Figure 6: Convex (left) and concave (right) distortions and using 3D animation software. Bottom: the same animation their relationship to vector e with subtle limb-bending applied creative process, but to act as an animation aid. We cannot hope to procedurally capture the skills used in the creation of a piece of animation, and nor do we hope to. This is,
Recommended publications
  • Automatic 2.5D Cartoon Modelling
    Automatic 2.5D Cartoon Modelling Fengqi An School of Computer Science and Engineering University of New South Wales A dissertation submitted for the degree of Master of Science 2012 PLEASE TYPE THE UNIVERSITY OF NEW SOUTH WALES T hesis!Dissertation Sheet Surname or Family name. AN First namEY. Fengqi Orner namels: Zane Abbreviatlo(1 for degree as given in the University calendar: MSc School: Computer Science & Engineering Faculty: Engineering Title; Automatic 2.50 Cartoon Modelling Abstract 350 words maximum: (PLEASE TYPE) Declarat ion relating to disposition of project thesis/dissertation I hereby grant to the University of New South Wales or its agents the right to archive and to make available my thesis or dissertation in whole orin part in the University libraries in all forms of media, now or here after known, subject to the provisions of the Copyright Act 1968. I retain all property rights, such as patent rights. I also retain the right to use in future works (such as articles or books) all or part of thts thesis or dissertation. I also authorise University Microfilms to use the 350 word abstract of my thesis in Dissertation· Abstracts International (this is applicable to-doctoral theses only) .. ... .............. ~..... ............... 24 I 09 I 2012 Signature · · ·· ·· ·· ···· · ··· ·· ~ ··· · ·· ··· ···· Date The University recognises that there may be exceptional circumstances requiring restrictions on copying or conditions on use. Requests for restriction for a period of up to 2 years must be made in writi'ng. Requests for
    [Show full text]
  • The Uses of Animation 1
    The Uses of Animation 1 1 The Uses of Animation ANIMATION Animation is the process of making the illusion of motion and change by means of the rapid display of a sequence of static images that minimally differ from each other. The illusion—as in motion pictures in general—is thought to rely on the phi phenomenon. Animators are artists who specialize in the creation of animation. Animation can be recorded with either analogue media, a flip book, motion picture film, video tape,digital media, including formats with animated GIF, Flash animation and digital video. To display animation, a digital camera, computer, or projector are used along with new technologies that are produced. Animation creation methods include the traditional animation creation method and those involving stop motion animation of two and three-dimensional objects, paper cutouts, puppets and clay figures. Images are displayed in a rapid succession, usually 24, 25, 30, or 60 frames per second. THE MOST COMMON USES OF ANIMATION Cartoons The most common use of animation, and perhaps the origin of it, is cartoons. Cartoons appear all the time on television and the cinema and can be used for entertainment, advertising, 2 Aspects of Animation: Steps to Learn Animated Cartoons presentations and many more applications that are only limited by the imagination of the designer. The most important factor about making cartoons on a computer is reusability and flexibility. The system that will actually do the animation needs to be such that all the actions that are going to be performed can be repeated easily, without much fuss from the side of the animator.
    [Show full text]
  • Skeletal Animations Part II
    3D Video Games 2021-05-11 09: Computer Animations for games 3/3 Skeletal animations Part II Course Plan lec. 1: Introduction lec. 2: Mathematics for 3D Games lec. 3: Scene Graph lec. 4: Game 3D Physics + lec. 5: Game Particle Systems ◗ lec. 6: Game 3D Models lec. 7: Game Textures ◗ lec. 8: Game 3D Animations lec. 9: Game 3D Audio lec. 10: Networking for 3D Games lec. 11: Artificial Intelligence for 3D Games lec. 12: Game 3D Rendering Techniques 120 Mixing keyframes and entire animations (notes) Poses in a skeletal animations can be easily blended (blending local per-bone transforms) This interpolation is very expressive: very different frames can be blended with good results much more than with blend-shapes! Keyframes can be very far apart E.g.: decent walk-cycles with just 4 key-frames! (2 per step) E.g.: decent attack animations with just 2 key-frames! (but better results are always obtained inserting new key-frames) Entire animations can be mixed. Two ways: Transitions between two animations (or more) Compositing (layering) two animations (or more) 121 Marco Tarini Università degli studi di Milano 1 3D Video Games 2021-05-11 09: Computer Animations for games 3/3 Skeletal animations Part II Pose = keyframe Compress animations animation “walk” t = 0 keyframe A stored pose t = 1 0.75 A ---+ 0.25 B t = 2 0.50 A ---+ 0.50 B Inbetween pose, t = 3 0.25 A ---+ 0.75 B computed on the fly t = 4 keyframe B t = 5 0.50 B ---+ 0.50 C t = 6 keyframe C 122 Interpolation of poses (at runtime): transition between animations Eg:
    [Show full text]
  • Principles of Computer Graphics Animation
    Principles of computer graphics animation Christian Van Brussel – SPS ICTEAM/ELEN – February 2012 Overview 3D animation and 3D deformation tools Generating animations Combining animations Common animation problems Overview 3D animation and 3D deformation tools Generating animations Combining animations Common animation problems 3D Rendering Render one frame: illumination model Set of frames: motion model The Human Eye VS. the Motion 3D Meshes Defined by: Vertices Triangles Textures and texture coordinates Normals Shaders and other material properties Animating a 3D Mesh Three main categories of animation: Frame by frame Key frames + interpolation Procedural Two main tools for the deformation: Morphing Skeletal animation Morphing Pose of a mesh: 3 P= p0 ,... , pn, pi ∈ℝ Morph targets (a.k.a. blend shapes): MT j=P j−Pneutral Applying the morph targets: m P final=Pneutral∑ w j×MT j j=0 Skeletal Animation Tree of bones: B0 ,... , Bn Transform of a given bone (neutral): T Gi =T 0×...×T i−1 Transform of a given bone (posed): T Gi=T 0×P0×...×T i−1×Pi−1 Representation of the rotations Euler angles + understandable by humans - not composable - Gimbal lock Axis angle + understandable by humans - not composable Matrix + composable - not understandable by humans - quite costly in memory and computation Representation of the rotations Quaternion + composable + numerically stable + low memory + low computation costs - really not understandable by humans Skeletal Animation: Skinning Define bone influences
    [Show full text]
  • Human Skeleton System Animation Stephanie Cheng
    UNIVERSITY OF ZAGREB FACULTY OF ELECTRICAL ENGINEERING AND COMPUTING MASTER THESIS no. 1538 Human Skeleton System Animation Stephanie Cheng Zagreb, June 2017 SVEUČILIŠTE U ZAGREBU FAKULTET ELEKTROTEHNIKE I RAČUNARSTVA DIPLOMSKI RAD br. 1538 Animacija skeletnog modela čovjeka Stephanie Cheng Zagreb, lipanj 2017 Table of Contents 1. Introduction .......................................................................................................... 1 2. Skeletal animation theory .................................................................................... 2 3. Used tools ............................................................................................................. 5 3.1. OpenGL ..................................................................................................................... 5 3.1.1 Libraries ................................................................................................................... 8 3.2. Assimp ...................................................................................................................... 8 3.2.1. Assimp Data Structure ..................................................................................... 8 3.3. Blender ................................................................................................................... 10 3.4. Library Linmath ...................................................................................................... 11 4. Implementation .................................................................................................
    [Show full text]
  • Human Body Animation March 2010
    Computer Animation Aitor Rovira Human body animation March 2010 Based on slides by Marco Gillies Human Body Animation Skeletal Animation • Skeletal Animation (FK, IK) • Motion Capture • The fundamental aspect of human body • Motion Editing (retargeting, styles, content) motion is the motion of the skeleton. • Motion Graphs • Skinning • The motion of rigid bones linked by rotational joints. • Multi-layered Methods Typical Skeleton Forward Kinematics (FK) • Circles are rotational • The position of a link is calculated by joints lines are rigid concatenating rotations and offsets links (bones) • The red circle is the root (position and rotation offset from the origin) R0 • The character is P animated by rotating 2 joints and moving R1 and rotating the root O O0 1 O2 Forward Kinematics (FK) Joint Limits • Joints are generally represented as full • Pros: 3 degrees of freedom quaternion – Simple. rotations. – Used for the majority of real time animation • Human joints can’t handle that range. systems. • Either you build rotation limits into the animation system. • Cons: • Or you can rely on the methods – It can be fiddly to animate with in some generating joints angles to give cases, e.g. if you want to make sure that a hand is in contact with an object it can be reasonable values. difficult. Inverse Kinematics Inverse Kinematics • Given a desired position for a part of the body • Pros: (end effector) work out the required joint angles to get it there. – Very powerful tool. – Generally used in animation tools and for • In other words, given Pt what are R0 and R1? applying specific constraints. R 0 • Cons: Pt – Computationally intensive.
    [Show full text]
  • Animation of a High-Definition 2D Fighting Game Character
    Tuula Rantala ANIMATION OF A HIGH-DEFINITION 2D FIGHTING GAME CHARACTER Thesis Kajaani University of Applied Sciences School of Business Business Information Technology Spring 2013 OPINNÄYTETYÖ TIIVISTELMÄ Koulutusala Koulutusohjelma Luonnontieteiden ala Tietojenkäsittely Tekijä(t) Tuula Rantala Työn nimi Teräväpiirtoisen 2d-taistelupelihahmon animointi Vaihtoehtoisetvaihtoehtiset ammattiopinnot Ohjaaja(t) Peligrafiikka Nick Sweetman Toimeksiantaja - Aika Sivumäärä ja liitteet Kevät 2013 56 Tämä opinnäytetyö pyrkii erittelemään hyvän pelihahmoanimaation periaatteita ja tarkastelee eri lähestymistapoja 2d-animaation luomiseen. Perinteisen animaation periaatteet, kuten ajoitus ja liikkeen välistys, pätevät pelianimaa- tiossa samalla tavalla kuin elokuva-animaatiossakin. Pelien tekniset rajoitukset ja interaktiivisuus asettavat kuiten- kin lisähaasteita animaatioiden toteuttamiseen tavalla, joka sekä tukee pelimekaniikkaa että on visuaalisesti kiin- nostava. Vetoava hahmoanimaatio on erityisen tärkeää taistelupeligenressä. Varhaiset taistelupelit 1990–luvun alusta käyt- tivät matalaresoluutioista bittikarttagrafiikkaa ja niissä oli alhainen määrä animaatiokehyksiä, mutta nykyään pelien standardit grafiikan ja animaation suhteen ovat korkealla. Viime vuosina monet pelinkehittäjät ovat siirtyneet käyttämään 2d-grafiikan sijasta 3d-grafiikkaa, koska 3d-animaation tuottaminen on monella tavalla joustavampaa. Perinteiselle 2d-grafiikalle on kuitenkin edelleen kysyntää, sillä käsin piirretyn animaation ainutlaatuista ulkoasua ei voi täysin korvata
    [Show full text]
  • Fast and Efficient Skinning of Animated Meshes
    EUROGRAPHICS 2010 / T. Akenine-Möller and M. Zwicker Volume 29 (2010), Number 2 (Guest Editors) Fast and Efficient Skinning of Animated Meshes , L. Kavan1 2,P.-P.Sloan1 and C. O’Sullivan2 1Disney Interactive Studios, USA 2Trinity College Dublin, Ireland Abstract Skinning is a simple yet popular deformation technique combining compact storage with efficient hardware accel- erated rendering. While skinned meshes (such as virtual characters) are traditionally created by artists, previous work proposes algorithms to construct skinning automatically from a given vertex animation. However, these meth- ods typically perform well only for a certain class of input sequences and often require long pre-processing times. We present an algorithm based on iterative coordinate descent optimization which handles arbitrary animations and produces more accurate approximations than previous techniques, while using only standard linear skinning without any modifications or extensions. To overcome the computational complexity associated with the iterative optimization, we work in a suitable linear subspace (obtained by quick approximate dimensionality reduction) and take advantage of the typically very sparse vertex weights. As a result, our method requires about one or two orders of magnitude less pre-processing time than previous methods. Categories and Subject Descriptors (according to ACM CCS): Computer Graphics [I.3.7]: Three-Dimensional Graphics and Realism—Animation 1. Introduction standard in most interactive applications. The sparsity con- straint is crucial for efficient evaluation of Formula (1), es- Linear blend skinning (also known as matrix palette skin- pecially when implemented on graphics hardware. ning) is a mesh deformation technique implemented in al- most all modern 3D engines, most frequently used for vir- An animated mesh with fixed connectivitycan be repre- tual characters driven by skeletal animation.
    [Show full text]
  • Introduction and Animation Basics
    Lecture 1: introduction PhD in Computer Science, MIRALab, University of Geneva, 2006-2011 Second post-doc, Institute for Media First post-doc, HCI Group, Innovation, Nanyang Technological EPFL, Lausanne, 2012-2013 University, 2013-2015 (Expressive) Character animation Facial animation Body gestures/emotions Gaze behavior Motion synthesis Multi-character interactions Virtual humans in VR and (Serious) Games Social robots and AI Florian Gaeremynck (GMT Student) [email protected] Ask questions for practical assignments Introduction to basic techniques in Computer Animation ▪ Motion synthesis, facial & body animation, … Introduction to research topics ▪ Giving presentations ▪ Reading and evaluating research papers ▪ Writing an essay about an animation topic Hands-on experience ▪ Short animation movie production or programming exercise Grading: ▪ Research papers (R) ▪ Project (P) ▪ Essay (E) ▪ Final grade = 0.3*R + 0.3*P + 0.4*E ▪ Condition: E >= 5 *Pay attention that R is based on your presentations but also involves paper summaries. You will not a get a separate grade for the summaries but it is part of the overall grade R. Attendance is overall not mandatory, but.. ▪ You are required to attend the lectures with student presentations you wrote a review for. You will send a one A4 page review for each paper. In total, you should have 6 reviews . ▪ Similar to peer-review process of conferences and journals Deadline for submitting these reviews is one day before the lecture until 23:59 You are not limited to 6 papers though, read as much as you can, participate the presentations and ask questions! Note: In all your emails to the teacher or the TA, you must include [INFOMCANIM 2021] in the subject line of your email.
    [Show full text]
  • Animation Is a Process Where Characters Or Objects Are Created As Moving Images
    3D animation is a process where characters or objects are created as moving images. Rather than traditional flat or 2d characters, these 3D animation images give the impression of being able to move around characters and observe them from all angles, just like real life. 3D animation technology is relatively new and if done by hand would take thousands of hours to complete one short section of moving film. The employment of computers and software has simplified and accelerated the 3D animation process. As a result, the number of 3D animators as well as the use of 3D animation technology has increased. What will I learn in a 3D animation program? Your 3D animation program course content depends largely upon the 3D animation program in which you enroll. Some programs allow you to choose the courses that you are interested in. Other 3D animation programs are more structured and are intended to train you for a specific career or 3D animation role within the industry. You may learn about character creation, storyboarding, special effects, image manipulation, image capture, modeling, and various computer aided 3D animation design packages. Some 3D animation courses may cover different methods of capturing and recreating movement for 3D animation. You may learn "light suit" technology, in which suits worn by actors pinpoint the articulation of joints by a light. This if filmed from various different angles and used to replicate animated movement in a realistic way). What skills will I need for a 3D animation program? You'll need to have both creativity and attention to detail for a career in 3D animation.
    [Show full text]
  • Collision Detection &
    Graphics & Visualization Chapter 17 Basic Animation Techniques Graphics & Visualization: Principles & Algorithms Chapter 17 Introduction • Animate: to give life. • Computer animation: “life” given by presenting a sequence of still images (frames) in rapid succession: If frames presented at sufficiently high rate Æ human eye-brain perceives them as smooth motion or animation • Minimum rate required for smooth motion ≈ 12 fps: Below that, motion appears jerky • Generally required fps is not constant; it depends on speed of movement of the objects as well as on illumination parameters • History 19th century: Celluloid film (Goodwin 1887) Kinetoscope (Edison, 1893) Cinematograph (Lumiere, 1894) Graphics & Visualization: Principles & Algorithms Chapter 17 2 Introduction (2) • History 20th century: Enchanted Drawing & Humorous Phases of Funny Faces (Blackton, 1900) Fantasmagorie (Cohl, 1908) Little Nemo (McCay, 1911) Most cartoon animation was performed by tweening, the drawing of frames in-between key-frames;replacedbycomputersusinginterpolation techniques Tron and Star Trek (1982) Tin Toy (1989) • Animation finds important applications in visualization • Computer animation created by altering a multitude of parameters that affect change between frames • Typical example: Observer parameters, position of objects within the scene, characteristics of the objects (color & size) Graphics & Visualization: Principles & Algorithms Chapter 17 3 Introduction (3) • Parameters encoded in a large # of animation variables • Impossible for an
    [Show full text]
  • A History of Computer Animation 3/20/92 1
    tea:1 i20SZ bu :J1, Chapter 4 : A HISTORY OF COMPUTER ANIMATION 3/20/92 1 A History of Computer Animation . .. .. .. .. .. .. .. .. .. .1 The Origins of Animation . .. .. ... .. .. .. .. .. .. .. ..1 Animated phase pictures and roll media (1828- 1895) . .. .. .. .. .......... .. .. .. ................. ..........1 The early trickfilmsters and technology (1895- 1909) . .. .. .. .. .. .. .. .. .. .. .. .. ............ .. .. ............. ...2 The animation studio and techniques (1910-1920) . .5 The Classical Period (1920-1960) . .. 1 0 The Origins of the Computer . ............................ .. .. .. .. .. ...... .. ..14 Analog computers.... .. ... .. ... ... .. .. .. .. ... .. .. ..14 Digital computers . .... .. .. .. .. .. .. .. .. .. .............. .. .. .. .. ..16 Analog Computer Animation .... .. .. .. .. ............... ..21 Electronic Analog Computer Animation . .. .. .. ............. .21 Mechanical Analog Computer Animation . .. ..... ...... .. .23 Computerizating the Animation Stand and Optical Printer. .. .... ... .. ..... .. .... ..... .... ... .. .. .. ... .2 7 Benefits of Computer Animation Stand . .2 9 Motion Control . .............. .. .. .. .. .. ........ .. .. ..3 0 Benefits of Computerized Motion Control .............. .. .... .. .32 Synthetic Imagery. .. .. ... .. ... ... .. .. ... .. .. .. .. .. .. .3 3 Computer hardware fusions. .. .. .. .. .. .. ..3 3 The interactive cathode ray tube display. .3 3 The mechanical plotter. .. .. .. .. .. .. .. .. .. .3 5 Film recorder CRT's. .. .. .. .. ... .. .. ... .. .. .. .. ..
    [Show full text]